So long of a wait, I have returned! And I do apologize for not having my google link opened, I tried and failed to have it be shared for some reason, unlike other shares Iâve done.
Anyways, I got a major update for my shader pack!
GBC, GBA, NDS, PSP, GBA SP (backlit 101 version), and Switch OLED Vivid mode are updated and added in. Not only that, they all include DCI-P3 (or Display P3 for monitors) and Rec 2020 colorspaces for those with wider gamut displays over sRGB. As was used by HunterKâs shader edit to make this happen, all three modes in one shader, and some of them have white balance option, to use pure white or cold whites that those old handheld consoles displays.
https://mega.nz/file/PVpEHbha#ZfSlO3vKtl0lgMqpVQRyVQ5zsjMCyjkSCwvzihWFReE
Let me get over each of the handheld console shaders that emulates the displays.
GBC and GBA share the same colorspace. Had reworked to eyeball and light the screen to match the colorspace on a calibrated 4K monitor that took few hours to get each primaries right, and finding the correct blue matrix by solving and greatly match the rest of the matricies for primary and secondary colors. The blue color would be visible for colorspace greater than DCI-P3, so itâs clamped on sRGB and P3 modes. It is visible on Rec.2020 colorspace. Also to note, this is the least saturated look overall as thatâs how the GBC and GBA looks with bright lights shooting to the screen all the way.
Sameboyâs correct curve that emulates the greyscale curve is very accurate to what my GBC shows. Thatâs how my GBC looks when I shoot around the center of the screen, and the gamma can get a bit brighter when shooting light at the top angle, but even still GBCâs average gamma is notably bright, with a special curve that is match from Sameboyâs correct curve. I even use that curve to be used onto an LUT texture. Yeah if you use an LUT, make sure its color correction is set to none, and for shaders, only correct curves if the shaderâs lighten setting is set to 0.
GBA, well the greyscales to match by angle. GBA does 2.2 by average when shooting to the center of the screen, but gamma gets darker when light angle hits to the top, common for average GBA user when lights or sun comes from above a player. So I used 0.5 darken strength by default due to it, but you can toggle the option. Also, GBAâs dark areas sits between the appearance of how Gamma 2.2 and sRGB tone curve looked, and so I played with curve values on the LUT texture to replicate it. Although not a big difference unlike GBC, it is worth noting a small thing when flashing the screen with 240p test suite.
NDS, I finally got the color saturation to match exactly for the primaries, so they are noticably more different than GBA. All I did was use linearize than gamma correct when using slang shaders with linearize folder with colorimeter shader to experiment, in which I just used for all the shaders. Also, like GBA, the blue color is out of bounds from sRGB and DCI-P3 so they are clamped. The top screen has slightly more color volume but the bottom screen is less cold, so I used that for the shader on the white option to see the screenâs white when turning off white balance. Itâs toggle-able.
GBA SP 101. This is a new one, thanks to MandL27 for requesting one when said I have one. While an overall improvement from GBA and NDS with backlit screens and wider colorspace, itâs still kinda different than sRGB standards. Green Color is warmer and outside of sRGB, and Blue color sits around between sRGB and GBA/NDS blue colors. Saturation looks almost like sRGB, but it is not exactly. The Blue color is most noticable even far from the GBA situation. Also, DS-Lite uses a very similar colorspace that the SP AGS-101 uses, but the SP has a little more color volume. It can be used for NDS games to have the feel of look from a DS-Lite and DSi family.
PSP got reworked, and was the one I tried to sent last year but got troubles with google drive for quite a long time for just one file. But nevertheless, it is available. The Blue color is quite deeper than the GBA and NDS, same hue, more saturation overall that itâs close to reaching the end volume of Rec.2020 colorspace. Yeah being futureproof, a display with very great rec.2020 (or BT.2020) would display the blue color exactly. The Green and Red colors almost reach the matrix of sRGB, but blue is more noticable than even the SP colorspace. It can also be used for GBA games if the goal was to retain the saturation with turquoise blue hue. But yeah this is what the PSP 1000/2000 models look. Not only that, the gamma is also important to the PSP. It uses Pure Power Gamma 2.2 instead of sRGB tone curve, so shadow areas will be darker when viewed on a monitor or screen using sRGB tone curve, even Display-P3 monitor or phone screen. It was meant to be a portable multimedia device alongside games so Sony uses Gamma 2.2 curve. A LUT preset and texture was created for those using sRGB Tone Curve displays if calibrated or used by default like all my phones that I have. The presets would be â(sRGB-Gamma2.2)â and textures have â(pure-gamma)â named at the end. Also unlike the other displays, the PSP does have poor response times with GTG and almost good with WTW, so pretty much maybe the response time shader preset emulates it quite well lol
And welcome, Switch OLED!!!
Yep I used that personâs video above and showed the data from ColorHCFR, so I was able to get info of the Switch OLED display when using vivid mode internally. Yeah, itâs weird that I made this shader when there is no Switch emulator for Libretro or Retroarch available. I used screenshots from Switch games to load with image viewer core to load them to display what Switch OLED vivid mode would look, and it has much bigger saturation, even surpassing DCI-P3 on its wider Green color and color volume. Only Rec.2020 would look correct for it. But yeah thatâs why I have all available LUT textures bundled in the pack so you can use them with reshade for Yuzu or Ryujinx to display Switch OLEDâs colorspace in vivid mode. Also like the PSP, Switch OLED uses pure gamma 2.2 so same situation. Also I donât have white balance option as the screen does have green tint issue with some early units and varies by its brightness settings, so I use scaled full white balance. Instead, I added in Full White Scale, for those that want 255 White color. With it off, the white is much darker, just to show unclipped colors due to being out of bounds from sRGB and P3. This option is done for experiment and to see how the luminance of color primaries wouldâve looked on the OLED, and since it oversaturated by default due to very wide colors, the colors are clipped so thatâs why that option exists, but I still recommend leaving Full White Scale enabled as it preserves the white to 255 and just see oversaturation.
So yeah it is a lot of work in the last few weeks to have these shaders get done. And it was worth it. Also I could suggest for an average user, to use sRGB preset if they donât know which one to use for LUT presets, including for using textures for project such as Gameboy Interface. Shaders can also be ported to emulators like mGBA or PPSSPP with multiple modes if able to, but can have sRGB used by default. If they know their deviceâs colorspace and its color options to where itâs set to, itâs best to use sRGB or DCI-P3 if set accordingly by the device. Like (Phone DCI-P3 = Color Option Full/DCI-P3 or other name = GBA Shader DCI-P3). Also I do retain and improve LCD shader presets for those, and some do have BGR mode from LCD-cgwg enabled or disabled depending on the consoleâs display, as I know GBC and SP-101 uses BGR. Also donât have the Switch OLED use any LCD shaders as itâs not needed to emulate a high res screen and no motion blur as the Switch LCD or OLED have good response times.
Yep that is my long explanation and thanks to those that helped me out along the way. Also tools I got between my last release and this one. Used Colormunki Display, Colormunki Photo, Samsung 4K S80UA, ColorHCFR, DispalyCal, ACM icc profiles for Windows 11, Colorimetry shader with Linearize shaders in between, and Color-Mangler shader.
EDIT: I forgot to mention, I included Nintendo Switch Onlineâs virtual console color filter. I did them with screencaps from Yuzu. GBA one just have a simple desaturation filter, except itâs done individually to each Red, Green, and Blue, and also it was easy to replicate to the same shader I used. The dark area is slightly more dark than my GBA situation, but it was easy to add in for the LUT shader but it remains similar to what I tried with the shader alone.
GBC on the NSO, well I have constant troubles. They not only use their filter without gamma correction or linearization for the primaries as well as bumping the black and white color up and down respectably, to show less contrast, but they also use very weird greyscale curve, like they have some sort of weirdness of color balance to the greys to give it a cold color than how the shader looks as a WIP. I triedâŚand while I have the color primaries match with its values and luminance, doing so makes the greyscale very redish, a hotter color and does look less like a greyscale than what their filter looked with their weird curve on the greys even if a bit cold. So yeah⌠itâs up in the package if you want to see, but itâs a WIP as stated inside the shader. However, I was able to replicate it with a LUT texture. Thanks to modding NSO-GBC on Yuzu to use test quite, I was able to get the color value and did my method to capture their filter perfectly to an LUT shader. Yeah I do recommend to use LUT shader for NSO-GBC for now.